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- SOLUTION TO AMAZON: THE GUARDIANS OF EDEN
-
- There are basically two solutions to this marvellous game.
- The short one and the long one. First, the short one.
-
-
- SOLUTION NUMBER ONE
-
- Cheat. Yes - cheat. Access has added a new feature to this product
- called Online Help. You can select help by clicking the "?" box on
- the command button line.
-
- You may be discouraged from doing this by the manual, which says
- you won't get any more help if you use up all your 170 points, and
- that if you fall below 100 points you won't see the hero's finale.
-
- Forget it. You can cheat the program as many times as you like by
- saving the same scene twice under two different names, using the
- online help feature in one of the saved games to get your clue,
- then loading the other saved game to continue.
-
- Example: Jason's apartment. If you can't find the decoding ring
- SAVE the game at that point and call it "APT" or whatever. As soon
- as the screen appears again SAVE the game once more, only this time
- call it something else - maybe "HELP" or what. Now when the
- apartment reappears you can use the "?" button as often as you
- like. Experiment and discover what has to be done. Then reload
- "APT" and play the scene again, getting all the items you need.
-
- The program assigns your diminishing score to each saved game.
- Since you hadn't used online help when you saved APT, Amazon
- assumes you never used it if you carry on from that saved game.
-
- It's not even cheating, really. The program allows you to do it, so
- no one gets to miss the ending.
-
- However, if that is still too difficult - here's the long solution,
- chapter bt chapter.
-
-
-
- SOLUTION NUMBER TWO
-
- Note: I played the game on a regular VGA
- monitor. If you are using the Super-VGA option,
- you may need to make some slight allowances for
- these instructions.
-
- After the really great opening sequence, you arrive in the parking
- lot of Chapter 1. (You may see this frequently . . )
-
- 1. TERROR IN THE JUNGLE
- Go into the Allister Research Building. OPEN the door to your own
- office. LOOK at the flashing light on the intercom. MOVE the button
- on the intercom to get a message. EXIT and walk past Ms. Flitch's
- desk (talking to her at this point will do no good) to the far end
- of the corridor. OPEN Mr. Thornick's door. The next sequence ds
- automatic and you end up in your own apartment.
-
- LOOK at the two trophies on the bookshelf. Note the date (1952).
- PICK UP the letter opener from the table and USE it on the mail
- package. PICK UP the small metal key that falls out. [Note: save
- the game now in case you need to read the letter again later.] LOOK
- at the letter from Allen. This completes Chaprer 1.
-
- 2. A SECRET CODE
- Note the sequence of instructions from Allen. You won't be able to
- find the decoder now. You have to come back later. After reading
- the letter EXIT the apartment.
-
- Enter the research building and go through the open door into your
- office. OPEN the door of the cage and PICK UP the rat. EXIT the
- office now and go TALK to Darlene Flitah. The first conversation is
- useless, so TALK again until she tells you she hates rats. Go back
- to the door of your office (don't go in). SELECT the rat and place
- it on the floor. End of Ms. Flitch.
-
- Go to the key cabinet behind her desk and OPEN it. PICK UP the
- middle key on the lower row. Walk back past her desk to the outside
- doors. OPEN the doors and go to her car (the middle one). USE the
- keys on the trunk and PICK UP the bolt cutter and crowbar. Return
- to the building.
-
- LOOK at the key cabinet again and PICK UP the key to the display
- case. Now OPEN the door to Allen's office. OPEN the book and LOOK
- at it. USE the cabinet key to unlock the cabinet and PICK UP the
- audio tape. USE the display case key to open the display case and
- PICK UP the jungle potion. PICK UP the blowgun from the wall above
- the display case and also the dart stuck in the wall. LOOK at the
- movie on the counter top. (You can run it on the projector if you
- like, but it gives you no clues.) Note the title of the movie. Now
- MOVE the dartboard to reveal the safe. You can't unlock it yet, so
- EXIT.
-
- Return to your office. OPEN the door to the cabinet beneath the
- intercom and PICK UP the alcohol bottle. MOVE the knob beneath the
- bunsen burner to turn it on. Now go into your inventory and drag
- the alcohol bottle across to the jungle potion, producing a beaker
- of liquid. USE the beaker on the bunsen burner. When it turns green
- PICK it UP again. EXIT your office.
-
- Walk past the secretary's desk again to the security vault doors.
- OPEN the doors. CLIMB the tree stump. In the inventory drag the
- dart on to the beaker, producing a dipped dart. Drag this on to the
- blowgun. USE the loaded blowgun on the male guard. [Note: you
- should only fire when he is walking back toward the guard house.]
-
- Now save the game immediately. This is important as you are now
- going into the first timed sequence and speed is vital to avoid
- catastrophe. CLIMB down the tree stump and walk quickly to the
- garbage can. Before the bear reaches you, USE the bolt cutter on
- the chain securing the lid. Walk over to the guard's coat on the
- ground and PICK UP the vault key. Walk out of the compound through
- the guardhouse at the top of the screen and go over to the vault
- door. USE the key on the door. End of chapter 2.
-
- 3. HEAVY METAL MONSTER
- Don't worry. BOB's a pushover. Turn around and walk out of the
- vault and back to the guardhouse. The bear is gone, the lovers are
- still making out. Walk back to the garbage can and PICK it UP. Go
- back into the vault. Goodbye BOB.
-
- Now MOVE the lever and open the doors to the vault. USE the crowbar
- to open the bottom right drawer. PICK UP the map, compass and
- microfilm. There's nothing else for you here, so walk out again,
- through the guardhouse, past the tree stump and back into the
- research building.
-
- The library is now open. TALK to the libqarian (you get nowhere the
- first time) and keep talking until she tells you she only leaves
- her post if the lights of her car are left on. Walk back along the
- corridor toward the outside doors. Go to the coat rack outside your
- office. PICK UP the coathanger by itself over to the right. Go to
- the parking lot and USE the coathanger on the librarian's car. Once
- inside, MOVE the light switch on the dash. Walk back into the
- building and TALK to the librarian again and tell her the car
- lights are on. This gets you into the microfilm machine. SELECT the
- microfilm from inventory and place it in the reader. MOVE the
- arrows to see all the message, then EXIT. Go back to the parking
- lot, SELECT your own car keys and USE tdem to get into your car.
-
- Your apartment has been ransacked. But the audio tape player is
- still working. SELECT the audio tape from inventory and USE it on
- the player. This gives you a scrap of paper (in inventory) with the
- combination of the wall safe in Allen's lab. [Note: SAVE the game
- now. You may need to go back and re-run the next step later.V Now
- PICK UP the decoder which is winking at you from the upturned
- armchair. Write down the sequence of these instructions - they are
- important. EXIT and go back to Allen's lab.
-
- In the lab, MOVE the dartboard if you didn't do so before. SELECT
- the scrap of paper from inventory with the combination, and USE it
- on the wall safe. PICK UP the money. EXIT. Go to your car, and USE
- your car keys to get in. This takes you to the end of Chapter 3 and
- the beginning of South America!
-
- 4. HOT PURSUIT
- In Cuzco airport PICK UP the jerrycan of lime encrusted water from
- the gas truck. OPEN the door of the truck and PICK UP the
- cigarettes which fall out. PICK UP the bicycle pump from the bike.
- Walk into the terminal building.
-
- TALK to the ticket agent and OFFER him money. He gives you a card.
- OPEN the door to the Green Monkey. TALK to the bartender and OFFER
- him the card. He tells you to talk to the pilots. TALK to them. You
- next find yourself on a plane to Rio Blanco.
-
- SAVE the game immediately. You are now into a timed sequence and
- speed is vital. You are also at the end gf a very brief Chapter 4.
-
- 5. FLIGHT OF DOOM
- The pilot enters and threatens you. There is nothing you can offer
- him. Walk over to the cage of geese and wait. After the pilot has
- said "I'm waiting!" MOVE the latch on the cage. The geese fly out -
- and so does the pilot!
-
- Now - quickly - PICK UP the parachute from the floor of the plane
- and walk oveq to the cockpit door (you can't close the outside
- hatch, so don't try). SELECT the chute from inventory and click on
- the cockpit door. This opens the door and gets you into the
- cockpit.
-
- SAVE the game again immediately. The timed sequence here is very
- short. You must do three things here: a) MOVE the wheel to pull up
- the nose; b) MOVE the throttles to redrce speed; and c) MOVE the
- lever beneath the red flashing light to put down the flaps. You
- should successfully crash land on the water.
-
- SAVE again. The timed sequence continues rapidly. Walk over to the
- box on the right and MOVE it. You uncover another box marked
- 'raft.' OPEN this box and PICK UP the raft. Now go into your
- inventory and drag the bicycle pufp across to the raft, producing
- an inflated raft. USE the raft on the river outside the hatch, and
- this brings you safely to chapter 6.
-
- 6. EL LOCO
- In the village of Rio Blanco, walk over to the pepper stand and
- PICK UP a handful of hot peppers. Now go over and enter the
- Cantina. If you TALK to the cook she will tell you the location of
- the telephone. On tde counter in front of her is a knife. PICK it
- UP - but make sure she has her back turned to you when you do it.
- In your inventory, drag the knife over to the peppers, producing
- chopped peppers. Again, when the cook has turned away, USE the
- peppers on the plate of food on the counter. After the peasant boy
- has collected the plate, walk outside the Cantina anb watch El Loco
- burn his tonsils out.
-
- Go back into the Cantina. Most of the customers have now gone. PICK
- UP the coins, the lighter, and the cheese from the tables - again,
- being careful the cook is not watching. Leave the Cantina and go
- past El Loco to the door of the hotel. OPEN the door.
-
- Inside the lobby, you see an empty rat trap. PICK it UP and in rhe
- inventory drag the cheese across to the trap, producing a loaded
- trap. Place the loaded trap on the bottom stair. This kills the
- rat. Now you can PICK UP the wallet from inside the rathole without
- losing your finger.
-
- Now MOVE the phone receiver off the hook. USE the pesos from your
- inventory (the Cantina cook's tip) and put them in the coin slgt.
- MOVE the dial and let the number ring three times (did you write
- down these instructions in Chapter 3?). After the third ring, MOVE
- the phone hook and break the connection. EXIT and walk back to the
- Cantina.
-
- SAVE the game before you go any further. Here you meet the lovely
- Maya (you never do quite see enough of her) and she engages you in
- conversation. She won't take you to Allen until you've answered
- three questions establishing your ID. The answers are: 1) 1952;
- 2) 3 sisters and 1 brother; 3) Wild Women of Wongo. This gets you a
- nice smile and she disappears.
-
- Leave the Cantina. You now have to sort out the bully El Loco. You
- will notice a ladder has appeared on the outside wall of the
- Cantina. PIAK UP the ladder. Walk over to the far side of the well
- near the river bank and PICK UP the pole lying on the ground.
- (Meanwhile the poor peasant boy is taking such a slamming!) Walk to
- the left side of the hotel and USE the ladder against the hotel
- wall. CLIMB up it and USE the small pole on the sign above the
- hotel door. This brings it crashing dowg on El Loco's head. CLIMB
- down the ladder again and the peasant boy gives you a gold nugget.
-
- Don't hurry to Maya in the canoe just yet. First go across to the
- trading post. USE the money from the wallet to PICK UP several
- items you will need downriver - the paddle, the poison root, the
- fishing net, the extra ammunition, and the machete. EXIT and SAVE
- the came. Now go and CLIMB into the canoe with Maya. The next
- sequence is automatic and brilliant. End of chapter 6.
-
- 7. BRIDGE OF DEATH
- As soon as you can, SAVE the game. This is another timed sequence
- and time is very short. It is also the first time you get to choose
- between playing Jason and playing Maya. You do this by clicking on
- the picture (at the top oc the screen) of the character you want to
- activate. As the chapter opens, you are playing Jason. Stick with
- Jason for now.
-
- Quickly - walk to the sheet of corrugated metal and MOVE it. Then
- walk to the log and MOVE it too. Go immediately to Allen and SELECT
- the extra ammunition from inventory, giving it to him. You may need
- to save the game frequently here after each completed action. Now
- walk to the hanging vine and PICK it UP.
-
- Switch to Maya (the bridge is too fragile for Maya and needs
- repairing). She walks to the break in the centre of the bridge. USE
- the vine here. Maya can then cross to the other side. Switch back
- to Jason and walk him over the bridge too. Here, alas, Allen
- perishes nobly.
-
- You arrivb at the Amazon Queen (strangely reminiscent of the
- African Queen in that great Humphrey Bogart movie). TALK to the
- captain and OFFER him cigarettes and the gold nugget. Then you get
- taken "down the river" - and how.
-
- 8. SLAVE TRADERS
- You must get on board the boat without being seen or eaten. When
- Sam the guard disappears, walk over to the hollow reeds at rhe
- right of the screen. USE the poison root on the river, killing the
- fish with the nasty little choppers. Wait till the coast is clear
- again, then PICK UP a reed and enter the water [Note: you must do
- this from the right of the screen or the current will take you past
- the boat.]
-
- You swim across to the stern ladder. Wait for the guard to pass and
- ALIMB on to the boat. You are now in one of those classic Access
- software scenes, familiar to "Countdown" fans, in which you must
- keep moving to avoid the guard in a confined space. It helps if you
- SAVE the game here. Walk to the port side of the boat (that's the
- left, you landlubbers!) and PICK UP the fishing pole on the deck.
- Now walk up the deck beside thb captain's cabin as the guard comes
- down the starboard side. Walk right around the cabin, keeping it
- between you and the guard as he passes on his round.
-
- Go to the crate standing between the two cabins. OPEN the lid and
- PICK UP the harpoon inside. Keeping out of sight of the guard, walk
- to the bow of the boat (the pointy end) and MOVE the harpoon gun soit's pointing down the deck. SELECT the harpoon and USE it on the
- gun to load it. You can hide behind the crates on the foredeck when
- the guard comes by. MOVE the crate on the left. It slides forward
- clearing your line of fire. Walk back to the gun and SAVE the game.
- When the guard comes again MOVE the trigger and spear him with the
- harpoon. You only get onb shot and if you miss, you're dead - hence
- the wisdom in saving before you fire.
-
- Now the deck is clear. Walk back to the captain's cabin and LOOK in
- the porthole. USE the fishing pole to get the keys. EXIT and go to
- the cabin where Maya is being held.
-
- SAVE the game before you enter, as another timed sequence will
- begin which requires rapid actiog on your part. USE the keys to
- open the door. Enter Maya's cabin - be quick, the captain is
- gunning for you. MOVE the bar in the corner to block the door. USE
- the knife to cut Maya's ropes. Be careful to walk around only
- between shots through the door. If you're in motion when the bullet
- is fired, you're gone. MOVE the handle on the glass cabinet to open
- it' PICK UP the bottle of rum. PICK UP the rag from the table
- (ignore the plate - it's a diversion). In your inventory, drag the
- rag to the bottle of rum. Don't light it yet. Walk to the porthole
- and OPEN it. Go into inventory again and drag the lighter across to
- the rag in the bottle, producing a molotov cocktail. USE the
- molotov on the open porthole. Then wafk quickly to the door and
- MOVE the bar. OPEN the door and walk out. You must do all this
- before the gunpowder outside the porthole explodes. If you escape
- successfully, you come to the cannibal village.
-
- Time is short here too. SAVE the game as soon as you can to avoid
- being eaten. This is the second time in the game when you have to
- choose between playing Maya or Jason. Select Maya to begin, and
- walk to the river bank. USE the fishing net to snare the passing
- crate of fireworks in the river. SELECT the fireworks and walk to
- the fire. USE them on the fire. That was the easy part.
-
- Now click back on Jason and walk him to the rock beside the river.
- MOVE it and PICK UP the worm (before he slithers away). In theinventory, drag the worm to the fishing pole and USE the baited
- hook in the river to catch a fish. Next, go over to the native hut
- on the left of the screen and PICK UP the ladle in the doorway.
- Walk to the pot and MOVE it on to the fire. >>From your inventory,
- SELECT the jerrycan of lime encrusted water and put it in the pot.
- Then SELECT the fish and do likewise.
-
- Now switch back to Maya. Walk her over the bridge across the stream
- and down to the plant beside the river. PICK UP the plant and walk
- back to the pot. SELECT the plant and put it in the pot. The
- healing mixture will now brew. SELECT the ladle (Maya) and USE it
- on the pot. SELECT it again (important) and it will now be filled.
- Walk over to tde boy and USE it on him. [Note: the timing for all
- this is very short and may require several tries. So save, save,
- save.]
-
- Now you get your first river ride!
-
- 9. ANCIENT SECRETS
- There's no secret to the river ride, except that you have to pay
- attention to the instructions you received after healing the boy.
- "At the first branch go left, at the next two bqanches go right, at
- the following branch go left."
-
- So just do that, and save frequently.
-
- This brings you finally to Hans Stroheim. You must OFFER Stroheim
- the map and the compass. In return he asks you to go find evidence
- of the fabulous treasure in the last camp of the Conquistadors.
-
- At the site of the Conquistadors' camp PICK UP the long wooden
- plagk and then USE it on the moss covered boulder. This makes a
- springboard. Click on Maya and walk her to the lower end of the
- plank. Click on Jason and walk him to the tree stump. CLIMB the
- stump. Jason then automatically propels Maya up to the first tree
- platform where she can CLIMB to the upper platform. Maya walks to
- the edge of the upper platform and MOVEQ the vine, swinging across
- to the treehouse. Maya should then MOVE the rope so Jason can CLIMB
- up and join her.
-
- Walk both characters over to the pulley, one by one. Walk Maya
- slightly further than Jason (only slightly) into the basket. Jason
- must then MOVE the pulley rope to haul Maya up to the treehouse.
- Maya must walk very carefully to the door of the treehouse - SAVE
- frequently here. >>From the top of the pulley, it's 4 steps to the
- left (4 sounds of footfall). 1 step forward. 1 step left. It can be
- done!
-
- 10. THE HALL OF DEATH
- In the treehouse, PICK UP the key from the chain around the
- skeleton's neck. USE the key on the chest. PICK UP the scroll
- inside and read it. USE the machete to clear away rhe vines and
- leaves behind the chest, exposing another skeleton. USE the machete
- again on the breastplate of the armour and PICK UP the emerald.
- EXIT the scene and you arrive back at the hut of Hans Stroheim.
-
- He now tells you how to get to the site of Allen's camp which was
- attacked. But you have to ride the river again. Note the
- instructions you receive & they are, in fact, the opposite of the
- ones you got before. At the branches: RIGHT, LEFT, LEFT, RIGHT.
-
- Just do it again!
-
- This brings you to a macabre scene, and the end of another short
- chapter.
-
- 11. THE SPECTRE OF EVIL
- Click on Jason and walk to the front of the jeep. MOVE the winch
- (not the red lever) and hang a wire to the log resting on thb
- tarpaulin. Walk over to the body in front of Holbrook's tent and
- PICK UP the chain on the ground. Walk to the log on the tarp and
- USE the chain on it. Go to Holbrook's tent and OPEN it. PICK UP the
- gasoline can there. Go to the jeep and USE the gasoline in the gas
- tank at the back. MOVE the gas cap lying on the floor to seal the
- gas tank. Go to the body on the ground to the left of Holbrook's
- tent and PICK UP the key from his hand. Return to the door of the
- jeep and USE the key. This starts the engine. Go round to the front
- of the jeep and MOVE the red winch lever. This hauls up the log.
-
- Either Jason or Maya can now walk to the tarpaulin and MOVE the
- corner, exposing a box of dynamite. OPEN the box and PICK UP the
- dynamite. Now walk (Jason or Maya) to the bottom of the screen and
- OPEN the watertight box there. PICK UP the geiger counter and USE
- it on different objects in the screen. The sound effects are good
- and they vary in different areas of the screen, leading you to the
- plant behind the jeep. It gives off heat! MOVE the plant and expose
- an arrow in the trbe. PICK UP the arrow, and then you are finished
- in the camp. EXIT for the third and last run at the river.
-
- This time it's tricky. It's the same river, and the same rocks, but
- you have no directions.
-
- At the branches go RIGHT, RIGHT, RIGHT, LEFT, RIGHT. Yes - FIVE
- branches this time. Keep saving regularly. At least you are a more
- experienced canoeist thiq time!
-
- When you have successfully navigated the river for the last time,
- you go over a spectacular waterfall. Look closely now: this is the
- best view of Maya you're going to get!
-
- 12. A SECRET PASSAGE
- You are into a timed sequence here again. Quickly, folks. Under the
- waterfall, MOVE the tree limb leaning against the rock to expose
- the secret passage. USB the arrowhead on the door to open it.
-
- On the suspension bridge, ignore the flying arrows and walk to the
- middle of the bridge between the two pillars. Stay close beside the
- wall on your right. Don't go beyond the second pillar. Wait there
- for Sanchez and his men to break through the door and shoot the
- guards. As soon as - i.e. immediately - you rbgain control of the
- screen, go to your inventory and drag the lighter across to the
- dynamite, producing lit explosives. USE this on the bridge where
- you are standing (i.e. about half way down on the right) and then
- walk quickly towards the temple in the distance - before it blows
- up! End of Sanchez.
-
- But now comes . . the pit of death!
-
- 13. THE THING IN TDE PIT
- You only have a few seconds here. It can be tricky. SAVE the game
- as soon as the scene opens. First, PICK UP the bootlaces in front
- of the skeleton. Then PICK UP the broken spear leaning against the
- wall. MOVE the turtle shell over to the wall and CLIMB on it. The
- creature will have appeared by now. PICK UP the burning torch above
- your head. This keepq the thing at bay for a few moments. Go
- forward a bit and USE the knife on the flower hanging down in front
- of you. It begins to drip its sap on the floor. Go back to the
- shell. When the torch burns out the creature will come for you but
- gets distracted by the honeysap.
-
- Go immediately to your inventory and drag the bootlaces over to the
- broken spear, theg drag the knife over that. This will produce a
- knife spear. USE the spear on the giant ant's underbelly -
- [Important note: you thrust the spear by using the UP ARROW key.
- Clicking the spear on the ant doesn't work].
-
- When the creature is dead, the game is over.
-
- 14. THE GUARDIANS OF EDEN
- The hero's finale is, I think, a bit disappointing.
-
- After rhe build-up in the manual you are expecting something more.
- Unfortunately, it's an automatic sequence and you have no part to
- play. You're not even given the choice of taking Maya or the
- emeralds. It all ends like the final scenes on Love Boat.
-
- Given the choice, I would have taken the jewels. At least with them
- you could have had any blonde in a white bieini anywhere in the
- world, and the money too!
-